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					 2 changed files with 24 additions and 1 deletions
				
			
		
							
								
								
									
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								src/Main.cpp
									
										
									
									
									
								
							
							
						
						
									
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								src/Main.cpp
									
										
									
									
									
								
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			@ -50,6 +50,22 @@ class ExampleState : public sdfml::sdState {
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                example.y -= 1;
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            if (sdfml::key_pressed(SDL_SCANCODE_DOWN))
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                example.y += 1;
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            if (sdfml::key_pressed(SDL_SCANCODE_A))
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                sdfml::camera.x -= 1;
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            if (sdfml::key_pressed(SDL_SCANCODE_D))
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                sdfml::camera.x += 1;
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            if (sdfml::key_pressed(SDL_SCANCODE_W))
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                sdfml::camera.y -= 1;
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            if (sdfml::key_pressed(SDL_SCANCODE_S))
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                sdfml::camera.y += 1;
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            if (sdfml::key_pressed(SDL_SCANCODE_J))
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                sdfml::camera.zoom_x -= 0.1;
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            if (sdfml::key_pressed(SDL_SCANCODE_L))
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                sdfml::camera.zoom_x += 0.1;
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            if (sdfml::key_pressed(SDL_SCANCODE_K))
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                sdfml::camera.zoom_y -= 0.1;
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            if (sdfml::key_pressed(SDL_SCANCODE_I))
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                sdfml::camera.zoom_y += 0.1;
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            if (sdfml::key_just_pressed(SDL_SCANCODE_R))
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                sdfml::switchState(this);
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			@ -192,16 +192,21 @@ namespace sdfml {
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            ShaderProg shader;
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            bool antialiasing = true;
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            virtual void create(int x, int y, string path) {
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                this->x = x;
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                this->y = y;
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                _tex_gpu = GPU_LoadImage(path.c_str());
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                SDL_Surface* temp_surf = STBIMG_Load(path.c_str());
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                _tex_gpu = GPU_CopyImageFromSurface(temp_surf);
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                GPU_SetBlendMode(_tex_gpu, GPU_BLEND_NORMAL);
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                _tex_gpu->is_alias = antialiasing;
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                width = _tex_gpu->w;
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                height = _tex_gpu->h;
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                color.r = 255;
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                color.g = 255;
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                color.b = 255;
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                SDL_FreeSurface(temp_surf);
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            }
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            virtual void addShader(std::string path) {
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                shader.loadShader(path, FRAGMENT, mContext.gpu_render, _tex_gpu);
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			@ -555,6 +560,8 @@ namespace sdfml {
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            SDL_Delay(floor((1000.0f/FRAMERATE) - elapsedMS));
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            GPU_SetCamera(mContext.gpu_render, &camera);
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            GPU_Flip(mContext.gpu_render);
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        }
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